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I created a lot of levels with tilemaps in Godot 3.0.6, and later migrated the project to 3.1, then 3.2. Levels still worked fine, until I notice a few occurrences of "invalid cell" errors in some levels.
So I tried using Fix Invalid Tiles on these levels, but it completely messed it up with a checkerboard pattern:
After failing to create a minimal repro with only the tilemap in the scene, I came to the conclusion that Fix Invalid Tiles will break if you did not re-save the scene before, using Godot 3.2. So you have to edit something and save on every level to "upgrade" them.
However this is very unintuitive. This should be fixed, and if it can't be, this should be indicated somehow.
I tried to create another repro from scratch but could not get the checkerboard pattern to appear, I only get it in my project until I save the scenes...
Here is the diff detail from my project after I re-save:
The text was updated successfully, but these errors were encountered:
Godot 3.2.1
I created a lot of levels with tilemaps in Godot 3.0.6, and later migrated the project to 3.1, then 3.2. Levels still worked fine, until I notice a few occurrences of "invalid cell" errors in some levels.
So I tried using
Fix Invalid Tiles
on these levels, but it completely messed it up with a checkerboard pattern:After failing to create a minimal repro with only the tilemap in the scene, I came to the conclusion that
Fix Invalid Tiles
will break if you did not re-save the scene before, using Godot 3.2. So you have to edit something and save on every level to "upgrade" them.However this is very unintuitive. This should be fixed, and if it can't be, this should be indicated somehow.
I tried to create another repro from scratch but could not get the checkerboard pattern to appear, I only get it in my project until I save the scenes...
Here is the diff detail from my project after I re-save:
The text was updated successfully, but these errors were encountered: